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    Interface WgpuSkinnedDrawDescriptor

    Everything a skinned colour pipeline bakes in — the unlit/lit families' WgpuPipelineDescriptor minus kind, plus the two flags only a skinned lit draw reads (normals, shadow). Structural, so the renderer never names the class that compiles it.

    interface WgpuSkinnedDrawDescriptor {
        blend: "none" | "normal" | "additive" | "multiply" | "screen";
        colorFormat: string;
        colorWrite: boolean;
        depthFormat: string | null;
        depthTest: boolean;
        depthWrite: boolean;
        map: boolean;
        normals: boolean;
        shadow: boolean;
        stencil: WgpuStencilDescriptor | null;
        topology: "triangle-list" | "line-list";
        vertexColors: boolean;
    }
    Index
    blend: "none" | "normal" | "additive" | "multiply" | "screen"

    §57's blend mode, or "none" for an opaque draw.

    colorFormat: string
    colorWrite: boolean
    depthFormat: string | null
    depthTest: boolean
    depthWrite: boolean
    map: boolean

    Whether the variant samples §57's map.

    normals: boolean

    Whether the lit variant reads the normal stream.

    shadow: boolean

    Whether the lit variant receives §69's shadow map.

    stencil: WgpuStencilDescriptor | null
    topology: "triangle-list" | "line-list"
    vertexColors: boolean

    Whether the unlit variant reads the per-vertex colour stream.